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fwsgonzo
searching PlanetScale…
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11 ms
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121.
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Lowering the latency of the lowest-latency emulator
(fwsgonzo.medium.com)
1 points
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fwsgonzo
2y ago
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0 comments
122.
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fwsgonzo
2y ago
Very interesting, and that constant folding trick is handy!
123.
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Lowering the latency of the lowest-latency emulator
(fwsgonzo.medium.com)
2 points
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fwsgonzo
2y ago
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0 comments
124.
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Libriscv: RISC-V Binary Translation, part 2
(fwsgonzo.medium.com)
3 points
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fwsgonzo
2y ago
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0 comments
125.
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fwsgonzo
2y ago
I live on a remote island too, but it has a bridge! Same feeling: Wouldn't want to live anywhere else!
126.
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fwsgonzo
2y ago
Indeed, I think he's repeating something that is today outdated information. With RVA profiles, we know what desktop-class RISC-V looks like, and that's what people might compare against ARM.
127.
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fwsgonzo
2y ago
Thank you! That explains it. I must have made the example for 0.11!
128.
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fwsgonzo
2y ago
I used the "official" example. It's OK that things break - just that I can't figure out how to update my previously working code. So, I'm wondering - where is the updated official example of using the HTTP client?
129.
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fwsgonzo
2y ago
Somehow it was uBlock. Disabled it and the game starts just fine!
130.
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fwsgonzo
2y ago
Is "call to eval() blocked by CSP" supposed to happen? I'm on Firefox.
131.
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fwsgonzo
2y ago
I was just playing this myself. Felt like finding a gem in a sea of uninteresting games.
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fwsgonzo
2y ago
As usual the HTTP client example is broken again: https://github.com/fwsGonzo/libriscv/blob/master/binaries/zi...
133.
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Libriscv: RISC-V Binary Translation, part 2
(fwsgonzo.medium.com)
3 points
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fwsgonzo
2y ago
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0 comments
134.
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fwsgonzo
2y ago
Congrats on shipping a game! It's truly an insane amount of work these days, with all the competition out there.
135.
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fwsgonzo
2y ago
I saw that. Keep in mind that libriscv is 35% faster than wasm3, and it looks like wasmi is not as fast as wasm3 yet. But they are making good progress.
136.
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fwsgonzo
2y ago
I've been at it for a few years now and my experience with game engine scripting is that the functions are small, and that it's helpful or pleasant to have the ability to make many calls back into the game engine to ask for things
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fwsgonzo
2y ago
Nothing wrong with using WebAssembly, if you wish to. eBPF I'm not so sure is a good fit. Most people are just fine with Lua, LuaJIT or Luau though. This is really just for especially interested, or if you really need low latency.
138.
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fwsgonzo
2y ago
This whole comment sounds dismissive towards both me and RISC-V as an architecture people actually run their computers on. I have a lot of blog posts that you can read to get up to speed. Or maybe you already made up your mind.
139.
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fwsgonzo
2y ago
You're right! I actually did try to integrate a compiler, but I quickly realized that it wasn't worth it for me, personally. Iterating on the script is very quick right now. It's mostly a matter of compiler flags and ccache,
140.
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fwsgonzo
2y ago
Yeah, I can confirm that the iteration speed is fast. I consider the scripting portion a solved problem right now, having used it so long. Gamedev is so many other things though, and practically every corner of the engine has to have conven
141.
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fwsgonzo
2y ago
I spent a lot of time on those benchmarks. I think my conclusion is just that because WASM isn't a register-machine architecture, you basically have to implement a register allocator to be really fast. wasmtime uses a complex allocator
142.
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fwsgonzo
2y ago
Ah yeah, I have installed RISC-V with a oneliner in WSL. So it's not too far off on Windows, but I mostly program on Linux these days. You can also build on a Linux VM and share it to Windows, but what kind of iteration loop is that? I
143.
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fwsgonzo
2y ago
Maybe I'm old now. I'll remove it from the article! Reading back on it, it seems like I'm writing negatively about Lua, despite using it for many years. I think highly of Lua, and especially think it has made so many things e
144.
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fwsgonzo
2y ago
Writing performant code is a highly complex and arduous task that is highly dependent on compiler, language, system, hardware and actual needs. It's also about understand the black box that is your program by using tools beside the pro
145.
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Low-latency scripting for game engines
(fwsgonzo.medium.com)
138 points
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fwsgonzo
2y ago
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69 comments
146.
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An Introduction to Low-Latency Scripting with Libriscv, Part 4
(fwsgonzo.medium.com)
1 points
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fwsgonzo
2y ago
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0 comments
147.
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An Introduction to Low-Latency Scripting with Libriscv
(fwsgonzo.medium.com)
1 points
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fwsgonzo
2y ago
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0 comments
148.
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Using C++ as a Scripting Language, part 13
(fwsgonzo.medium.com)
1 points
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fwsgonzo
2y ago
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0 comments
149.
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Using C++ as a Scripting Language, part 13
(fwsgonzo.medium.com)
2 points
by
fwsgonzo
2y ago
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0 comments
150.
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fwsgonzo
2y ago
I see. Guess I'm moving away from Medium then.
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